*
*
*
8
8
24
4
9
3+
-
M
WS
BS
13-24+
12"
3+
3+
7-12
9"
4+
4+
1-6
6"
5+
5+
Melee
Melee
User
-2
D3
Make 3 hit rolls for each attack made with this weapon, instead of 1.
Melee
Melee
+4
-3
6
-
Melee
Melee
x2
-4
6
Subtract 1 from hit rolls for attacks made with this weapon. If you slay a vehicle or Monster with a thunderstrike gauntlet, select an enemy unit within 9" and roll a D6: on a 4+ that unit suffers D3 mortal wounds as the dead body or debris is thrown at it.
Melee
Melee
x2
-4
6
Subtract 1 from hit rolls for attacks made with this weapon.
Melee
Melee
+6
-3
5
If any result of a 6 is rolled on any wound roll with this weapon against a MONSTER or VEHICLE, then an additional D3 mortal wounds are also inflicted on the enemy unit.
Melee
Melee
x2
-4
6
When attacking with this weapon, subtract 1 from the hit roll.
Melee
Melee
+6
-4
6
You may re-roll failed hit rolls with this weapon if the Renegade Knight Lancer has successfully charged in your Charge phase.
45"
Heavy 5
8
-3
D6
Each time you make a wound roll of 6+ for this weapon, the weapon scores an additional automatic hit at the weapon's normal profile which is resolved after the initial attacks for the weapon ont he same unit. These additional hits do not themselves generate more additional hits.
18"
heavy D3
6
-2
2
If the target unit's armour save is 3+ or better, the damage of this weapon's attacks increases to 3.
9"
Assault 2D6
*
0
3
This weapon hits automatically, and it always wounds on a 3+, except against Titanic and Vehicle units against which it always wounds on a 6+.
72"
Heavy 2D3
12
-3
6
This weapon may not be used to make Overwatch attacks.
72"
Heavy D6
5
-1
2
This weapon can target units that are not visible to the bearer.
60"
Heavy 2
8
-2
3
Add 1 to all hit rolls made against targets that can Fly. Subtract 1 from all hit rolls against all other targets.
48"
Heavy 6
7
-1
D3
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of -1 and Damage 3 instead of D3.
24"
Rapid Fire 2
6
-3
2
-
9"
Heavy 1
12
-4
6
If an attack with this weapon slays an enemy VEHICLE or MONSTER unit in the Shooting phase, you may immediately make another attack against a separate target unit within range. This bonus attack does not generate further attacks.
Melee
Melee
14
-4
6
You may re-roll failed hit and wound rolls for this weapon against targets with the MONSTER, BUILDING, or VEHICLE keyword.
36"
Heavy 4
8
-3
3
Roll a D6 each time before this weapon is fired. On a roll of 1, the bearer suffers a mortal wound and the weapon fires normally (if the bearer survives this). On a roll of 2-5, the attack is carried out normally using its listed profile. On a roll of 6, the weapon's attacks are instead carried out at Strength 16, AP-4, Damage 6 instead of its normal profile.
36"
Heavy 14
6
-2
2
-
18"
Heavy 6
6
-1
D3
-
18"
Heavy 2D6
7
-2
3
This weapon automatically hits its target.
*
*
*
8
8
27
4
9
3+
-
M
WS
BS
7-14
10"
4+
4+
1-6
6"
5+
5+
15-27+
14"
3+
3+
*
*
*
8
8
27
4
9
3+
-
M
WS
BS
15-27+
14"
3+
3+
7-14
10"
4+
4+
1-6
6"
5+
5+
*
*
*
8
8
27
4
9
3+
-
M
WS
BS
15-27+
14"
3+
3+
7-14
10"
4+
4+
1-6
6"
5+
5+
*
*
*
8
8
27
4
9
3+
-
M
WS
BS
15-27+
14"
3+
3+
7-14
10"
4+
4+
1-6
6"
5+
5+
You may add 1 to your hit rolls with this model when making Shooting attacks against targets with the Titanic keyword.
All enemy units subtract 1 from their Leadership characteristic when within 6" of a Renegade Knight Atropos.
*
*
*
8
8
24
4
9
3+
-
M
WS
BS
13-24+
12"
3+
3+
7-12
9"
4+
4+
1-6
6"
5+
5+
*
*
*
8
9
30
3
9
3+
-
M
WS
BS
23-30+
10"
3+
2+
16-22
8"
4+
3+
9-15
6"
5+
4+
1-8
4"
6+
5+
*
*
*
8
8
24
4
9
3+
-
M
WS
BS
13-24+
12"
3+
3+
7-12
9"
4+
4+
1-6
6"
5+
5+
12"
Pistol 2
-
0
1
Successful hit rolls with this weapon inflict MW. If any hit roll made in a given phase with this weapon results in a score of a '1', then the firing unit suffers one mortal wound at the end of the phase.
8"
Assault 1
8
-4
3
Add 1 to wound rolls made for this weapon if the target is a VEHICLE.
6"
3+
2+
5
5
5
3
9
2+
8"
3+
2+
5
5
6
3
9
2+
When taking up spaces within a TRANSPORT, this model takes up three spaces, rather than one.
This model has a 5++ save.
This model can only Advance D3", but ignores the -1 penalty to its hit rolls for moving and firing a Heavy weapon.
15"
heavy 2
6
-3
D6
Each time you make a wound roll of 6+ for this weapon, the weapon scores an additional automatic hit at the weapon's normal profile which is resolved after the initial attacks for the weapon on the same unit. These additional hits do not themselves generate more additional hits.
Melee
Melee
User
-2
D3
Make 3 hit rolls for each attack made with this weapon, instead of 1.
72"
Heavy D6
5
-1
2
This weapon can target units that are not visible to the bearer.
48"
Heavy D3
8
-2
D6
-
48"
Heavy 4
7
-1
2
Add 1 to hit rolls made for this weapon against targets that can Fly. Subtract 1 from hit rolls made against other targets.
36"
Heavy 12
6
-2
2
-
72"
Heavy 2D6
8
-2
D3
-
36"
Heavy D3
9
-4
D6
When attacking units with 5 or more models, change this weapon's Type to Heavy D6. If the target is within half range, roll two dice when inflicting damage and discard the lowest result.
When making advance rolls for this model, roll 2D6 and add the result together to determine the maximum distance it may move.
At the beginning of each of your turns, roll a D6; on the result of a 5+ the model heals one wound.
This model can Fall Back in the Movement phase and still shoot and/or charge during its turn. When this model Falls Back, it can even move over enemy INFANTRY models, though at the end of its move it must be more than 1" from all enemy units. This model can shoot if there are enemy models within 1" of it, as long as all of the enemy models have the INFANTRY keyword. In this case, it can shoot the enemy unit that is within 1" of it or any other visible enemy unit that is within range and more than 1" away from any friendly models. In addition, the model can move and fire Heavy weapons without suffering the penalty to its hit rolls. Finally, it only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
The model has a 5+ invulnerable save against shooting attacks.
This model has a 5+ invulnerable save, increasing to a 4+ invulnerable save in the Fight phase of any turn. In addition, enemy units with the TITANIC keyword within 1" must subtract 1 from their hit rolls when directing their attacks against this model (to a maximum of 6+ to hit).
This model has a 4+ invulnerable save against shooting attacks, and a 5+ invulnerable save against melee attacks.
At the end of your Movement phase, a Hellwright can repair a single DAEMON ENGINE/QUESTOR TRAITOROUS or DARK MECHANICUS VEHICLE (other than models that can Fly) within 1". That model regains D3 lost wounds. A Hellwright can instead curse a single enemy VEHICLE within 18". Roll a D6; on a roll of 2+ that VEHICLE suffers a mortal wound. A VEHICLE cannot be repaired or cursed by more than one Hellwright in the same turn.
Each time you roll a hit roll of 6+ for a model with this ability in the fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
Melee
Melee
+1
-3
2
-
Melee
Melee
User
0
1
Each time the bearer fights, it can make 2 additional attacks with this weapon.
Any HELLFORGED model within 6" of the Hellwright adds +1 to their Attacks and Leadership characteristics.
This model heals one wound at the start of each of your turns.
If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6+ it explodes and each unit within 2D6" suffers D6 mortal wounds.
Units, other than VEHICLES, cannot claim the bonus +1 to their save for being in cover against this model.
If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 5+ it explodes and each unit within 2D6" suffers D6 mortal wounds.